I’m one of a team of two software engineers (Microsoft, Adobe) and an IT pro who have been spending their free time to develop an entirely new online text game over the past few months. We’re calling it “Tohm” (pronounced “Tome”), and it’s not based on any existing codebase. I hope you all in the text gaming community support us with your suggestions and criticisms so we can make Tohm the best it can be! We’d really appreciate your honest and thoughtful feedback, especially now while we work toward our open alpha release, when even big changes are still doable.
To prove this isn’t just another pipe dream, I’ve started a series of videos demonstrating our progress. Here’s the first:
youtube.com/watch?v=KLLX0Brtoog
Some key design elements (those not illustrated in the video):
- Tactical combat, with emphasis on decision making and risk management over speed of execution.
- Fewer rooms with a very high level of detail, including dynamic text for day/night, regional weather patterns, and four seasons.
- Combo-based skills and spell-casting, so players can experiment and discover while memorizing fewer verbs.
- Very low barrier to entry - flexible command line syntax, lots of verb aliases covering common diction.
- Fewer, more significant battles (grinding sucks).
- Epic quests, not lists of chores.
- Skills grow based on usage alone - no tables to study or skill points to allocate.
Our wiki documents design motivations, and is here: tohm.wikia.com
Our forums for design discussion are here: tohm.forumotion.com
Also, if you know of any other active communities of text gamers I should reach out to, please tell me. Thank you very much!